In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose mother tongue is not the English language. The judicious incorporation of gaming activities into courses pertaining to English as a second language (ESL) holds substantial promise for augmenting student learning, motivation, and knowledge acquisition across diverse disciplines. The present study conducts a bibliometric analysis focused on the utilization of gamification in ESL teaching and learning. The study's primary objective is to furnish a descriptive analysis of scholarly documents, authors, citations, and interconnections among authors. To achieve this objective, data extracted from the Scopus database are subjected to analysis. In addition to descriptive analyses, the extracted data undergo scrutiny using the VOSviewer software, facilitating the discernment of visual representations encompassing authors' interconnections, keywords connectedness and clusters indicative of research topics within the examined scholarly landscape. Using bibliometric analysis techniques, our investigation of the citation relationships among 61 publications has successfully identified two predominant themes influenced by gamification: language learning and student motivation. The discernible evidence of a rising number of publications focusing on gamification and ESL within the examined literature highlights the growing significance of this intersection. This study holds practical implications for serious game designers, English language educators, and educational institutions.
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